namespace Dict.DataModel
{
    public class TableSkillCast
    {
		/// <summary>
		/// 技能出手id
		/// </summary>
		public string SkillCastId;
		/// <summary>
		/// 所属技能
		/// </summary>
		public string SkillId;
		/// <summary>
		/// 起效时间点
		/// </summary>
		public double CastTime;
		/// <summary>
		/// 造成特效状态
		/// </summary>
		public int CauseSpeState;
		/// <summary>
		/// 有优势的特殊状态
		/// </summary>
		public int AdvSpeState;
		/// <summary>
		/// 目标选择策略
		/// </summary>
		public int SelectStrategy;
		/// <summary>
		/// 输出系数
		/// </summary>
		public double ExportFactor;
		/// <summary>
		/// 输出类型
		/// </summary>
		public int ExportType;
		/// <summary>
		/// 增加己方怒气
		/// </summary>
		public double AddAnger;
		/// <summary>
		/// 被击僵持时间
		/// </summary>
		public double BehitStiffTime;
		/// <summary>
		/// 被击特效（挂载在被击方身上）
		/// </summary>
		public string BehitEffectEnemy;
		/// <summary>
		/// 被击特效挂载骨骼（被击方）
		/// </summary>
		public string BehitEffBone;
		/// <summary>
		/// 被击特效（挂载在攻击方身上）
		/// </summary>
		public string BehitEffSelf;
		/// <summary>
		/// 被击特效偏移坐标
		/// </summary>
		public string BehitEffOffset;
		/// <summary>
		/// 被击音效
		/// </summary>
		public string BehitAudio;
		/// <summary>
		/// 地面特效
		/// </summary>
		public string GroundEffect;
		/// <summary>
		/// buff0触发类型（1为命中）
		/// </summary>
		public int BuffTriggerClass0;
		/// <summary>
		/// Buff0触发条件
		/// </summary>
		public int Buff0TriggerCondition;
		/// <summary>
		/// Buff0条件参数
		/// </summary>
		public string Buff0ConditionArgs;
		/// <summary>
		/// 产生buff0
		/// </summary>
		public string BufferId0;
		/// <summary>
		/// buff0选择策略
		/// </summary>
		public int Buff0SelStr;
		/// <summary>
		/// buff0几率
		/// </summary>
		public double BufferPercent0;
		/// <summary>
		/// buff1触发类型
		/// </summary>
		public int BuffTriggerClass1;
		/// <summary>
		/// Buff1触发条件
		/// </summary>
		public int Buff1TriggerCondition;
		/// <summary>
		/// Buff1条件参数
		/// </summary>
		public string Buff1ConditionArgs;
		/// <summary>
		/// 产生buff1
		/// </summary>
		public string BufferId1;
		/// <summary>
		/// buff1选择策略
		/// </summary>
		public int Buff1SelStr;
		/// <summary>
		/// buff1几率
		/// </summary>
		public double BufferPercent1;
		/// <summary>
		/// buff2触发类型
		/// </summary>
		public int BuffTriggerClass2;
		/// <summary>
		/// Buff2触发条件
		/// </summary>
		public int Buff2TriggerCondition;
		/// <summary>
		/// Buff2条件参数
		/// </summary>
		public string Buff2ConditionArgs;
		/// <summary>
		/// 产生buff2
		/// </summary>
		public string BufferId2;
		/// <summary>
		/// buff2选择策略
		/// </summary>
		public int Buff2SelStr;
		/// <summary>
		/// buff2几率
		/// </summary>
		public double BufferPercent2;
		/// <summary>
		/// 产生抛射物Id
		/// </summary>
		public string ProjectId;
		/// <summary>
		/// 抛射物坐标
		/// </summary>
		public string ProjPos;
		/// <summary>
		/// 抛射物飞行轨迹类型
		/// </summary>
		public int ProjFlyType;
		/// <summary>
		/// 抛射物飞行时间
		/// </summary>
		public double FlyTime;
		/// <summary>
		/// 抛射物目标绑定骨骼
		/// </summary>
		public string ProjTargetBone;
		/// <summary>
		/// 是否振屏
		/// </summary>
		public int ShakeScreen;
public double[] BufferPercent_array{	
get{	
		double[] tmp = {BufferPercent0,BufferPercent1,BufferPercent2};	
		return tmp;	
}	
}	
public string[] BuffConditionArgs_array{	
get{	
		string[] tmp = {Buff0ConditionArgs,Buff1ConditionArgs,Buff2ConditionArgs};	
		return tmp;	
}	
}	
public int[] BuffTriggerClass_array{	
get{	
		int[] tmp = {BuffTriggerClass0,BuffTriggerClass1,BuffTriggerClass2};	
		return tmp;	
}	
}	
public int[] BuffTriggerCondition_array{	
get{	
		int[] tmp = {Buff0TriggerCondition,Buff1TriggerCondition,Buff2TriggerCondition};	
		return tmp;	
}	
}	
public int[] BuffSelStr_array{	
get{	
		int[] tmp = {Buff0SelStr,Buff1SelStr,Buff2SelStr};	
		return tmp;	
}	
}	
public string[] BufferId_array{	
get{	
		string[] tmp = {BufferId0,BufferId1,BufferId2};	
		return tmp;	
}	
}	

    }
}

    